<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"> <style>
	.KEYW {color: #933;}
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	</style></head><body><pre><span class='line'>  1</span> <span class="COMM">/**
<span class='line'>  2</span>  * @fileOverview
<span class='line'>  3</span>  * PhySprite.enchant.js v1.30
<span class='line'>  4</span>  *
<span class='line'>  5</span>  * The MIT License
<span class='line'>  6</span>  *
<span class='line'>  7</span>  * Copyright (c) 2012/01/26 kassy708
<span class='line'>  8</span>  *
<span class='line'>  9</span>  * Permission is hereby granted, free of charge, to any person obtaining a copy
<span class='line'> 10</span>  * of this software and associated documentation files (the "Software"), to deal
<span class='line'> 11</span>  * in the Software without restriction, including without limitation the rights
<span class='line'> 12</span>  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
<span class='line'> 13</span>  * copies of the Software, and to permit persons to whom the Software is
<span class='line'> 14</span>  * furnished to do so, subject to the following conditions:
<span class='line'> 15</span>  *
<span class='line'> 16</span>  * The above copyright notice and this permission notice shall be included in
<span class='line'> 17</span>  * all copies or substantial portions of the Software.
<span class='line'> 18</span>  *
<span class='line'> 19</span>  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
<span class='line'> 20</span>  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
<span class='line'> 21</span>  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
<span class='line'> 22</span>  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
<span class='line'> 23</span>  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
<span class='line'> 24</span>  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
<span class='line'> 25</span>  * THE SOFTWARE.
<span class='line'> 26</span>  *
<span class='line'> 27</span>  * 物理演算用のSprite
<span class='line'> 28</span>  *
<span class='line'> 29</span>  * @author kassy708 http://twitter.com/kassy708
<span class='line'> 30</span>  *
<span class='line'> 31</span>  * このプラグインではBox2dWeb.jsを用いています。
<span class='line'> 32</span>  * 最新のBox2dWeb.jsは下記アドレスからダウンロードしてください。
<span class='line'> 33</span>  * http://www.gphysics.com
<span class='line'> 34</span>  */</span><span class="WHIT">
<span class='line'> 35</span> 
<span class='line'> 36</span> 
<span class='line'> 37</span> </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="PUNC">!</span><span class="NAME">Box2D</span><span class="PUNC">)</span><span class="KEYW">throw</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">Error</span><span class="PUNC">(</span><span class="STRN">"box2d.enchant.js must be loaded after Box2dWeb.js"</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 38</span> 
<span class='line'> 39</span> </span><span class="COMM">/* export */</span><span class="WHIT">
<span class='line'> 40</span> </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Common.Math.b2Vec2</span><span class="WHIT">
<span class='line'> 41</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2AABB</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Collision.b2AABB</span><span class="WHIT">
<span class='line'> 42</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2BodyDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2BodyDef</span><span class="WHIT">
<span class='line'> 43</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2Body</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2Body</span><span class="WHIT">
<span class='line'> 44</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2FixtureDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2FixtureDef</span><span class="WHIT">
<span class='line'> 45</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2Fixture</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2Fixture</span><span class="WHIT">
<span class='line'> 46</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2World</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2World</span><span class="WHIT">
<span class='line'> 47</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2MassData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Collision.Shapes.b2MassData</span><span class="WHIT">
<span class='line'> 48</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2PolygonShape</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Collision.Shapes.b2PolygonShape</span><span class="WHIT">
<span class='line'> 49</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2CircleShape</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Collision.Shapes.b2CircleShape</span><span class="WHIT">
<span class='line'> 50</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2DebugDraw</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.b2DebugDraw</span><span class="WHIT">
<span class='line'> 51</span> </span><span class="WHIT">    </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">b2MouseJointDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">Box2D.Dynamics.Joints.b2MouseJointDef</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 52</span> 
<span class='line'> 53</span> </span><span class="COMM">/**
<span class='line'> 54</span>  * @type {Object}
<span class='line'> 55</span>  */</span><span class="WHIT">
<span class='line'> 56</span> </span><span class="NAME">enchant.box2d</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="PUNC">}</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 57</span> 
<span class='line'> 58</span> </span><span class="PUNC">(</span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 59</span> </span><span class="WHIT">    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">32</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 60</span> </span><span class="WHIT">    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">world</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 61</span> 
<span class='line'> 62</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'> 63</span>      * Spriteの種類（スタティック）
<span class='line'> 64</span>      * @type {Number}
<span class='line'> 65</span>      */</span><span class="WHIT">
<span class='line'> 66</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.STATIC_SPRITE</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 67</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'> 68</span>      * Spriteの種類（ダイナミック）
<span class='line'> 69</span>      * @type {Number}
<span class='line'> 70</span>      */</span><span class="WHIT">
<span class='line'> 71</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.DYNAMIC_SPRITE</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 72</span> 
<span class='line'> 73</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'> 74</span>      * @scope enchant.box2d.PhysicsWorld.prototype
<span class='line'> 75</span>      */</span><span class="WHIT">
<span class='line'> 76</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.PhysicsWorld</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">enchant.Class.create</span><span class="PUNC">(</span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 77</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'> 78</span>          * 物理シミュレーションを行う世界のクラス
<span class='line'> 79</span>          * @example
<span class='line'> 80</span>          *   //y軸方向へ重力加速度9.8m/s^2
<span class='line'> 81</span>          *   var physicsWorld = new PhysicsWorld(0, 9.8);
<span class='line'> 82</span>          *   //無重力
<span class='line'> 83</span>          *   var physicsWorld = new PhysicsWorld(0, 0);
<span class='line'> 84</span>          *
<span class='line'> 85</span>          * @param {Number} [gravityX] x軸方向への引力.
<span class='line'> 86</span>          * @param {Number} [gravityY] y軸方向への引力.
<span class='line'> 87</span>          * @constructs
<span class='line'> 88</span>          */</span><span class="WHIT">
<span class='line'> 89</span> </span><span class="WHIT">        </span><span class="NAME">initialize</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">gravityX</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">gravityY</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'> 90</span> </span><span class="WHIT">            </span><span class="COMM">/**
<span class='line'> 91</span>              * 物理シミュレーションの精度
<span class='line'> 92</span>              * @type {Nunber}
<span class='line'> 93</span>              */</span><span class="WHIT">
<span class='line'> 94</span> </span><span class="WHIT">            </span><span class="NAME">this.iterations</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">10</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 95</span> </span><span class="WHIT">            </span><span class="NAME">world</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2World</span><span class="PUNC">(</span><span class="WHIT">
<span class='line'> 96</span> </span><span class="WHIT">                </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">gravityX</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">gravityY</span><span class="PUNC">)</span><span class="WHIT">  </span><span class="COMM">//gravity</span><span class="WHIT">
<span class='line'> 97</span> </span><span class="WHIT">                </span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="WHIT">                          </span><span class="COMM">//allow sleep</span><span class="WHIT">
<span class='line'> 98</span> </span><span class="WHIT">            </span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'> 99</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>100</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>101</span>          * 物理シミュレーション内の時間を進める
<span class='line'>102</span>          * @param {b2Vec2} [pos] Spriteの座標.
<span class='line'>103</span>          */</span><span class="WHIT">
<span class='line'>104</span> </span><span class="WHIT">        </span><span class="NAME">step</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">fps</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>105</span> </span><span class="WHIT">            </span><span class="NAME">world.Step</span><span class="PUNC">(</span><span class="NUMB">1</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">fps</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.iterations</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.iterations</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>106</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>107</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>108</span>          * 物体の当たり判定
<span class='line'>109</span>          * @example
<span class='line'>110</span>          *   //ぶつかった2つのSpriteを消す
<span class='line'>111</span>          *   physicsWorld.contact(function (sprite1, sprite2) {
<span class='line'>112</span>          *       sprite1.destroy();
<span class='line'>113</span>          *       sprite2.destroy();
<span class='line'>114</span>          *   });
<span class='line'>115</span>          *
<span class='line'>116</span>          * @param {function(sprite1:enchant.box2d.PhySprite,sprite2:enchant.box2d.PhySprite)} [func] 当たり判定時の処理
<span class='line'>117</span>          */</span><span class="WHIT">
<span class='line'>118</span> </span><span class="WHIT">        </span><span class="NAME">contact</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">func</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>119</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">c</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">world.m_contactList</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>120</span> </span><span class="WHIT">            </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">c</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>121</span> </span><span class="WHIT">                </span><span class="KEYW">for</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">c</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">contact.m_next</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>122</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">pos1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureA.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">Copy</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>123</span> </span><span class="WHIT">                    </span><span class="NAME">pos1.Subtract</span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureB.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>124</span> </span><span class="WHIT">                    </span><span class="NAME">pos1.Multiply</span><span class="PUNC">(</span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>125</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">r1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData.width</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body.m_userData.width</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>126</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">r2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData.height</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body.m_userData.height</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>127</span> </span><span class="WHIT">                    </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">pos1.x</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NAME">r1</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">pos1.y</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NAME">r2</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>128</span> </span><span class="WHIT">                        </span><span class="NAME">func</span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body.m_userData</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>129</span> </span><span class="WHIT">                    </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>130</span> </span><span class="WHIT">                </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>131</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>132</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>133</span> </span><span class="WHIT">    </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>134</span> 
<span class='line'>135</span> 
<span class='line'>136</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'>137</span>      * @scope enchant.box2d.PhySprite.prototype
<span class='line'>138</span>      */</span><span class="WHIT">
<span class='line'>139</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.PhySprite</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">enchant.Class.create</span><span class="PUNC">(</span><span class="NAME">enchant.Sprite</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>140</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>141</span>          * 画像表示機能を持った物理シミュレーションクラス.
<span class='line'>142</span>          * @param {Number} [width] Spriteの横幅.
<span class='line'>143</span>          * @param {Number} [height] Spriteの高さ.
<span class='line'>144</span>          * @constructs
<span class='line'>145</span>          * @extends enchant.Sprite
<span class='line'>146</span>          */</span><span class="WHIT">
<span class='line'>147</span> </span><span class="WHIT">        </span><span class="NAME">initialize</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">width</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">height</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>148</span> </span><span class="WHIT">            </span><span class="NAME">this.body</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>149</span> </span><span class="WHIT">            </span><span class="COMM">/**
<span class='line'>150</span>              * 静的オブジェクトか動的オブジェクトか
<span class='line'>151</span>              */</span><span class="WHIT">
<span class='line'>152</span> </span><span class="WHIT">            </span><span class="NAME">this.staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>153</span> </span><span class="WHIT">            </span><span class="NAME">enchant.Sprite.call</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">width</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">height</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>154</span> 
<span class='line'>155</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">time</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>156</span> </span><span class="WHIT">            </span><span class="NAME">this.addEventListener</span><span class="PUNC">(</span><span class="NAME">enchant.Event.ENTER_FRAME</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">e</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>157</span> </span><span class="WHIT">                </span><span class="NAME">this.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>158</span> </span><span class="WHIT">                </span><span class="NAME">this.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>159</span> </span><span class="WHIT">                </span><span class="NAME">this.rotation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.angle</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>160</span> </span><span class="WHIT">                </span><span class="NAME">time</span><span class="PUNC">++</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>161</span> </span><span class="WHIT">                </span><span class="NAME">time</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">time</span><span class="WHIT"> </span><span class="PUNC">%</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>162</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>163</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>164</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>165</span>          * 四角形の物理シミュレーション用Sprite生成.
<span class='line'>166</span>          * @param {Boolean} staticOrDynamic 静止するか動くか.
<span class='line'>167</span>          * @param {Number} density Spriteの密度.
<span class='line'>168</span>          * @param {Number} friction Spriteの摩擦.
<span class='line'>169</span>          * @param {Number} restitution Spriteの反発.
<span class='line'>170</span>          * @param {Boolean} isSleeping Spriteが初めから物理演算を行うか.
<span class='line'>171</span>          */</span><span class="WHIT">
<span class='line'>172</span> </span><span class="WHIT">        </span><span class="NAME">createPhyBox</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">awake</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>173</span> </span><span class="WHIT">            </span><span class="NAME">this.staticOrDynamic</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>174</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">fixDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2FixtureDef</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>175</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.density</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">density</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">density</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">1.0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">             </span><span class="COMM">// 密度</span><span class="WHIT">
<span class='line'>176</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.friction</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">friction</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">0.5</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">          </span><span class="COMM">// 摩擦</span><span class="WHIT">
<span class='line'>177</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.restitution</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">restitution</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">0.3</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="COMM">// 反発</span><span class="WHIT">
<span class='line'>178</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.shape</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2PolygonShape</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>179</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.shape.SetAsBox</span><span class="PUNC">(</span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.height</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>180</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bodyDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2BodyDef</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>181</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.type</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>182</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>183</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>184</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.awake</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">awake</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">awake</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>185</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.userData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">this</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>186</span> </span><span class="WHIT">            </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">world.CreateBody</span><span class="PUNC">(</span><span class="NAME">bodyDef</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">CreateFixture</span><span class="PUNC">(</span><span class="NAME">fixDef</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>187</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>188</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>189</span>          * 円形の物理シミュレーション用Sprite生成.
<span class='line'>190</span>          * @param {Boolean} staticOrDynamic 静止するか動くか.
<span class='line'>191</span>          * @param {Number} density Spriteの密度.
<span class='line'>192</span>          * @param {Number} friction Spriteの摩擦.
<span class='line'>193</span>          * @param {Number} restitution Spriteの反発.
<span class='line'>194</span>          * @param {Boolean} isSleeping Spriteが初めから物理演算を行うか.
<span class='line'>195</span>          */</span><span class="WHIT">
<span class='line'>196</span> </span><span class="WHIT">        </span><span class="NAME">createPhyCircle</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">awake</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>197</span> </span><span class="WHIT">            </span><span class="NAME">this.staticOrDynamic</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>198</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">fixDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2FixtureDef</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>199</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.density</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">density</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">density</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">1.0</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">             </span><span class="COMM">// 密度</span><span class="WHIT">
<span class='line'>200</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.friction</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">friction</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">0.5</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">          </span><span class="COMM">// 摩擦</span><span class="WHIT">
<span class='line'>201</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.restitution</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">restitution</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="NUMB">0.3</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="COMM">// 反発</span><span class="WHIT">
<span class='line'>202</span> </span><span class="WHIT">            </span><span class="NAME">fixDef.shape</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2CircleShape</span><span class="PUNC">(</span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>203</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">bodyDef</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2BodyDef</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>204</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.type</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>205</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.position.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>206</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.position.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NUMB">0</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>207</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.awake</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">awake</span><span class="WHIT"> </span><span class="PUNC">!=</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="WHIT"> </span><span class="PUNC">?</span><span class="WHIT"> </span><span class="NAME">awake</span><span class="WHIT"> </span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>208</span> </span><span class="WHIT">            </span><span class="NAME">bodyDef.userData</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">this</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>209</span> </span><span class="WHIT">            </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">world.CreateBody</span><span class="PUNC">(</span><span class="NAME">bodyDef</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">CreateFixture</span><span class="PUNC">(</span><span class="NAME">fixDef</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>210</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>211</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>212</span>          * Spriteのタイプ 静的（STATIC_SPRITE）か動的（DYNAMIC_SPRITE)か
<span class='line'>213</span>          * @type {bool}
<span class='line'>214</span>          */</span><span class="WHIT">
<span class='line'>215</span> </span><span class="WHIT">        </span><span class="NAME">type</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>216</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>217</span> </span><span class="WHIT">                </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.body.m_body.GetType</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">b2Body.b2_staticBody</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>218</span> </span><span class="WHIT">                    </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">enchant.box2d.STATIC_SPRITE</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>219</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">enchant.box2d.DYNAMIC_SPRITE</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>220</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>221</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>222</span> </span><span class="WHIT">                </span><span class="NAME">this.staticOrDynamic</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>223</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetType</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>224</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>225</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>226</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>227</span>          * Spriteのx座標.
<span class='line'>228</span>          * @type {Number}
<span class='line'>229</span>          */</span><span class="WHIT">
<span class='line'>230</span> </span><span class="WHIT">        </span><span class="NAME">x</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>231</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>232</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>233</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>234</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">x</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>235</span> </span><span class="WHIT">                </span><span class="NAME">this._x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>236</span> </span><span class="WHIT">                </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>237</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetPosition</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">y</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>238</span> </span><span class="WHIT">                </span><span class="NAME">this._dirty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>239</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>240</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>241</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>242</span>          * Spriteのy座標.
<span class='line'>243</span>          * @type {Number}
<span class='line'>244</span>          */</span><span class="WHIT">
<span class='line'>245</span> </span><span class="WHIT">        </span><span class="NAME">y</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>246</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>247</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">this.height</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>248</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>249</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">y</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>250</span> </span><span class="WHIT">                </span><span class="NAME">this._y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>251</span> </span><span class="WHIT">                </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.height</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>252</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetPosition</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>253</span> </span><span class="WHIT">                </span><span class="NAME">this._dirty</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="KEYW">true</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>254</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>255</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>256</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>257</span>          * Spriteの中心のx座標.
<span class='line'>258</span>          * @type {Number}
<span class='line'>259</span>          */</span><span class="WHIT">
<span class='line'>260</span> </span><span class="WHIT">        </span><span class="NAME">centerX</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>261</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>262</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.x</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>263</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>264</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">x</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>265</span> </span><span class="WHIT">                </span><span class="NAME">this.x</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">this.width</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>266</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>267</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>268</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>269</span>          * Spriteの中心のy座標.
<span class='line'>270</span>          * @type {Number}
<span class='line'>271</span>          */</span><span class="WHIT">
<span class='line'>272</span> </span><span class="WHIT">        </span><span class="NAME">centerY</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>273</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>274</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.y</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">this.height</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>275</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>276</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">y</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>277</span> </span><span class="WHIT">                </span><span class="NAME">this.y</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">-</span><span class="WHIT"> </span><span class="NAME">this.height</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>278</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>279</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>280</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>281</span>          * Spriteの中心座標ベクトル.
<span class='line'>282</span>          * @type {b2Vec2}
<span class='line'>283</span>          */</span><span class="WHIT">
<span class='line'>284</span> </span><span class="WHIT">        </span><span class="NAME">position</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>285</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>286</span> </span><span class="WHIT">                </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">pos</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">Copy</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>287</span> </span><span class="WHIT">                </span><span class="NAME">pos.Multiply</span><span class="PUNC">(</span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>288</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">pos</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>289</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>290</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">pos</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>291</span> </span><span class="WHIT">                </span><span class="NAME">this.centerX</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">pos.x</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>292</span> </span><span class="WHIT">                </span><span class="NAME">this.centerY</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">pos.y</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>293</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetPosition</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">pos.x</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">pos.y</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>294</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>295</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>296</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>297</span>          * Spriteのx座標の速度（単位はpx/s）.
<span class='line'>298</span>          * @type {Number}
<span class='line'>299</span>          */</span><span class="WHIT">
<span class='line'>300</span> </span><span class="WHIT">        </span><span class="NAME">vx</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>301</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>302</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetLinearVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>303</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>304</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">x</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>305</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetLinearVelocity</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">x</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetLinearVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">y</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>306</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>307</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>308</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>309</span>          * Spriteのy座標の速度（単位はpx/s）.
<span class='line'>310</span>          * @type {Number}
<span class='line'>311</span>          */</span><span class="WHIT">
<span class='line'>312</span> </span><span class="WHIT">        </span><span class="NAME">vy</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>313</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>314</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetLinearVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>315</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>316</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">y</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>317</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetLinearVelocity</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">this.body.m_body.GetLinearVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">x</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">y</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>318</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>319</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>320</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>321</span>          * Spriteの速度（単位はpx/s）.
<span class='line'>322</span>          * @type {b2Vec2}
<span class='line'>323</span>          */</span><span class="WHIT">
<span class='line'>324</span> </span><span class="WHIT">        </span><span class="NAME">velocity</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>325</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>326</span> </span><span class="WHIT">                </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">v</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetLinearVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">Copy</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>327</span> </span><span class="WHIT">                </span><span class="NAME">v.Multiply</span><span class="PUNC">(</span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>328</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">v</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>329</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>330</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">v</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>331</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetLinearVelocity</span><span class="PUNC">(</span><span class="KEYW">new</span><span class="WHIT"> </span><span class="NAME">b2Vec2</span><span class="PUNC">(</span><span class="NAME">v.x</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">v.y</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>332</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>333</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>334</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>335</span>          * Spriteの角度 (度数法)..
<span class='line'>336</span>          * @type {Number}
<span class='line'>337</span>          */</span><span class="WHIT">
<span class='line'>338</span> </span><span class="WHIT">        </span><span class="NAME">angle</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>339</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>340</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetAngle</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NUMB">180</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.PI</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>341</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>342</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">angle</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>343</span> </span><span class="WHIT">                </span><span class="NAME">this.rotation</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">angle</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>344</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetAngle</span><span class="PUNC">(</span><span class="NAME">angle</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">Math.PI</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">180</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>345</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>346</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>347</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>348</span>          * Spriteの角速度（単位はdeg/s）.
<span class='line'>349</span>          * @type {b2Vec2}
<span class='line'>350</span>          */</span><span class="WHIT">
<span class='line'>351</span> </span><span class="WHIT">        </span><span class="NAME">angularVelocity</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>352</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>353</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetAngularVelocity</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NUMB">180</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NAME">Math.PI</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>354</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>355</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">omega</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>356</span> </span><span class="WHIT">                </span><span class="NAME">this.setAwake</span><span class="PUNC">(</span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>357</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetAngularVelocity</span><span class="PUNC">(</span><span class="NAME">omega</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">Math.PI</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">180</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>358</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>359</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>360</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>361</span>          * 継続的な力を加える
<span class='line'>362</span>          * @param {b2Vec2} force 加える力のベクトル
<span class='line'>363</span>          */</span><span class="WHIT">
<span class='line'>364</span> </span><span class="WHIT">        </span><span class="NAME">applyForce</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">force</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>365</span> </span><span class="WHIT">            </span><span class="NAME">this.setAwake</span><span class="PUNC">(</span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>366</span> </span><span class="WHIT">            </span><span class="NAME">this.body.m_body.ApplyForce</span><span class="PUNC">(</span><span class="NAME">force</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>367</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>368</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>369</span>          * 瞬間的な力を加える
<span class='line'>370</span>          * @param {b2Vec2} impulse 加える力のベクトル
<span class='line'>371</span>          */</span><span class="WHIT">
<span class='line'>372</span> </span><span class="WHIT">        </span><span class="NAME">applyImpulse</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">impulse</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>373</span> </span><span class="WHIT">            </span><span class="NAME">this.setAwake</span><span class="PUNC">(</span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>374</span> </span><span class="WHIT">            </span><span class="NAME">this.body.m_body.ApplyImpulse</span><span class="PUNC">(</span><span class="NAME">impulse</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>375</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>376</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>377</span>          * 継続的な回転力を与える
<span class='line'>378</span>          * @param {Number} torque 加える回転力
<span class='line'>379</span>          */</span><span class="WHIT">
<span class='line'>380</span> </span><span class="WHIT">        </span><span class="NAME">applyTorque</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">torque</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>381</span> </span><span class="WHIT">            </span><span class="NAME">this.setAwake</span><span class="PUNC">(</span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>382</span> </span><span class="WHIT">            </span><span class="NAME">this.body.m_body.ApplyTorque</span><span class="PUNC">(</span><span class="NAME">torque</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>383</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>384</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>385</span>          * 物理シミュレーションされているか
<span class='line'>386</span>          * @type {Boolean}
<span class='line'>387</span>          */</span><span class="WHIT">
<span class='line'>388</span> </span><span class="WHIT">        </span><span class="NAME">sleep</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>389</span> </span><span class="WHIT">            </span><span class="NAME">get</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>390</span> </span><span class="WHIT">                </span><span class="KEYW">return</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.IsSleepingAllowed</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>391</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>392</span> </span><span class="WHIT">            </span><span class="NAME">set</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">flag</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>393</span> </span><span class="WHIT">                </span><span class="NAME">this.setAwake</span><span class="PUNC">(</span><span class="KEYW">true</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>394</span> </span><span class="WHIT">                </span><span class="NAME">this.body.m_body.SetSleepingAllowed</span><span class="PUNC">(</span><span class="NAME">flag</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>395</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>396</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>397</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>398</span>          * 物理シミュレーションされていない時、物理シミュレーションを行う(sleep時は動かなくなるので)
<span class='line'>399</span>          * @param {Boolean} flag 物理シミュレーションを行うかどうか
<span class='line'>400</span>          */</span><span class="WHIT">
<span class='line'>401</span> </span><span class="WHIT">        </span><span class="NAME">setAwake</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">flag</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>402</span> </span><span class="WHIT">            </span><span class="NAME">this.body.m_body.SetAwake</span><span class="PUNC">(</span><span class="NAME">flag</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>403</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>404</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>405</span>          * 衝突判定
<span class='line'>406</span>          * @example
<span class='line'>407</span>          *   //bearに当たったSpriteを消す
<span class='line'>408</span>          *   bear.contact(function (sprite) {
<span class='line'>409</span>          *      sprite.destroy();
<span class='line'>410</span>          *   });
<span class='line'>411</span>          *
<span class='line'>412</span>          * @param {function(sprite:enchant.box2d.PhySprite)} [func] ぶつかったSpriteを引数とする関数
<span class='line'>413</span>          */</span><span class="WHIT">
<span class='line'>414</span> </span><span class="WHIT">        </span><span class="NAME">contact</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">func</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>415</span> </span><span class="WHIT">            </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">c</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.body.m_body.m_contactList</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>416</span> </span><span class="WHIT">            </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">c</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>417</span> </span><span class="WHIT">                </span><span class="KEYW">for</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">c.contact</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="PUNC">;</span><span class="WHIT"> </span><span class="NAME">contact</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">contact.m_next</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>418</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">pos1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureA.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">.</span><span class="NAME">Copy</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>419</span> </span><span class="WHIT">                    </span><span class="NAME">pos1.Subtract</span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureB.m_body.GetPosition</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>420</span> </span><span class="WHIT">                    </span><span class="NAME">pos1.Multiply</span><span class="PUNC">(</span><span class="NAME">WORLD_SCALE</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>421</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">r1</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData.width</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body.m_userData.width</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">1.5</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>422</span> </span><span class="WHIT">                    </span><span class="KEYW">var</span><span class="WHIT"> </span><span class="NAME">r2</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData.height</span><span class="WHIT"> </span><span class="PUNC">+</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body.m_userData.height</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">/</span><span class="WHIT"> </span><span class="NUMB">1.5</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>423</span> </span><span class="WHIT">                    </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">pos1.x</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NAME">r1</span><span class="WHIT"> </span><span class="PUNC">&&</span><span class="WHIT"> </span><span class="NAME">Math.abs</span><span class="PUNC">(</span><span class="NAME">pos1.y</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">&lt;=</span><span class="WHIT"> </span><span class="NAME">r2</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>424</span> </span><span class="WHIT">                        </span><span class="COMM">//片方が自分ならもう片方をぶつかった相手として処理する</span><span class="WHIT">
<span class='line'>425</span> </span><span class="WHIT">                        </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.body.m_body</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureA.m_body</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>426</span> </span><span class="WHIT">                            </span><span class="NAME">func</span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureB.m_body.m_userData</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>427</span> </span><span class="WHIT">                        </span><span class="KEYW">else</span><span class="WHIT"> </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.body.m_body</span><span class="WHIT"> </span><span class="PUNC">==</span><span class="WHIT"> </span><span class="NAME">contact.m_fixtureB.m_body</span><span class="PUNC">)</span><span class="WHIT">
<span class='line'>428</span> </span><span class="WHIT">                            </span><span class="NAME">func</span><span class="PUNC">(</span><span class="NAME">contact.m_fixtureA.m_body.m_userData</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>429</span> </span><span class="WHIT">                    </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>430</span> </span><span class="WHIT">                </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>431</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>432</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="PUNC">,</span><span class="WHIT">
<span class='line'>433</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>434</span>          * 物体の削除
<span class='line'>435</span>          * removeChildではなくこちらでSpriteを取り除く
<span class='line'>436</span>          */</span><span class="WHIT">
<span class='line'>437</span> </span><span class="WHIT">        </span><span class="NAME">destroy</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>438</span> </span><span class="WHIT">            </span><span class="NAME">world.DestroyBody</span><span class="PUNC">(</span><span class="NAME">this.body.m_body</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>439</span> </span><span class="WHIT">            </span><span class="NAME">this.body.Destroy</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>440</span> </span><span class="WHIT">            </span><span class="KEYW">if</span><span class="WHIT"> </span><span class="PUNC">(</span><span class="NAME">this.parentNode</span><span class="WHIT"> </span><span class="PUNC">!==</span><span class="WHIT"> </span><span class="KEYW">null</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>441</span> </span><span class="WHIT">                </span><span class="NAME">this.parentNode.removeChild</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>442</span> </span><span class="WHIT">            </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>443</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>444</span> 
<span class='line'>445</span> </span><span class="WHIT">    </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>446</span> 
<span class='line'>447</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'>448</span>      * @scope enchant.PhyBoxSprite.prototype
<span class='line'>449</span>      */</span><span class="WHIT">
<span class='line'>450</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.PhyBoxSprite</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">enchant.Class.create</span><span class="PUNC">(</span><span class="NAME">enchant.box2d.PhySprite</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>451</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>452</span>          * 四角形の物理シミュレーション用Sprite
<span class='line'>453</span>          * @example
<span class='line'>454</span>          *   var bear = new PhyBoxSprite(32, 32, enchant.box2d.DYNAMIC_SPRITE, 1.0, 0.5, 0.3, true);
<span class='line'>455</span>          *   bear.image = core.assets['chara1.gif'];
<span class='line'>456</span>          *
<span class='line'>457</span>          * @param {Number} [width] Spriteの横幅.
<span class='line'>458</span>          * @param {Number} [height] Spriteの高さ.
<span class='line'>459</span>          * @param {Boolean}   [staticOrDynamic] 静止するか動くか.
<span class='line'>460</span>          * @param {Number} [density] Spriteの密度.
<span class='line'>461</span>          * @param {Number} [friction] Spriteの摩擦.
<span class='line'>462</span>          * @param {Number} [restitution] Spriteの反発.
<span class='line'>463</span>          * @param {Boolean}   [isSleeping] Spriteが初めから物理演算を行うか.
<span class='line'>464</span>          * @constructs
<span class='line'>465</span>          * @extends enchant.box2d.PhySprite
<span class='line'>466</span>          */</span><span class="WHIT">
<span class='line'>467</span> </span><span class="WHIT">        </span><span class="NAME">initialize</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">width</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">height</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">isSleeping</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>468</span> </span><span class="WHIT">            </span><span class="NAME">enchant.box2d.PhySprite.call</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">width</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">height</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>469</span> 
<span class='line'>470</span> </span><span class="WHIT">            </span><span class="COMM">//物理オブジェクトの生成</span><span class="WHIT">
<span class='line'>471</span> </span><span class="WHIT">            </span><span class="NAME">this.body</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.createPhyBox</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">isSleeping</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>472</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>473</span> </span><span class="WHIT">    </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>474</span> 
<span class='line'>475</span> 
<span class='line'>476</span> </span><span class="WHIT">    </span><span class="COMM">/**
<span class='line'>477</span>      * @scope enchant.PhyCircleSprite.prototype
<span class='line'>478</span>      */</span><span class="WHIT">
<span class='line'>479</span> </span><span class="WHIT">    </span><span class="NAME">enchant.box2d.PhyCircleSprite</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">enchant.Class.create</span><span class="PUNC">(</span><span class="NAME">enchant.box2d.PhySprite</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>480</span> </span><span class="WHIT">        </span><span class="COMM">/**
<span class='line'>481</span>          * 円の物理シミュレーション用Sprite
<span class='line'>482</span>          * @example
<span class='line'>483</span>          *   var bear = new PhyCircleSprite(16, enchant.box2d.DYNAMIC_SPRITE, 1.0, 0.5, 0.3, true);
<span class='line'>484</span>          *   bear.image = core.assets['chara1.gif'];
<span class='line'>485</span>          *
<span class='line'>486</span>          @param {Number} [radius] Spriteの半径.
<span class='line'>487</span>          * @param {Boolean}   [staticOrDynamic] 静止するか動くか.
<span class='line'>488</span>          * @param {Number} [density] Spriteの密度.
<span class='line'>489</span>          * @param {Number} [friction] Spriteの摩擦.
<span class='line'>490</span>          * @param {Number} [restitution] Spriteの反発.
<span class='line'>491</span>          * @param {Boolean}   [isSleeping] Spriteが初めから物理演算を行うか.
<span class='line'>492</span>          * @constructs
<span class='line'>493</span>          * @extends enchant.box2d.PhySprite
<span class='line'>494</span>          */</span><span class="WHIT">
<span class='line'>495</span> </span><span class="WHIT">        </span><span class="NAME">initialize</span><span class="PUNC">:</span><span class="WHIT"> </span><span class="KEYW">function</span><span class="PUNC">(</span><span class="NAME">radius</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">isSleeping</span><span class="PUNC">)</span><span class="WHIT"> </span><span class="PUNC">{</span><span class="WHIT">
<span class='line'>496</span> </span><span class="WHIT">            </span><span class="NAME">enchant.box2d.PhySprite.call</span><span class="PUNC">(</span><span class="KEYW">this</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">radius</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">radius</span><span class="WHIT"> </span><span class="PUNC">*</span><span class="WHIT"> </span><span class="NUMB">2</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>497</span> 
<span class='line'>498</span> </span><span class="WHIT">            </span><span class="COMM">//物理オブジェクトの生成</span><span class="WHIT">
<span class='line'>499</span> </span><span class="WHIT">            </span><span class="NAME">this.body</span><span class="WHIT"> </span><span class="PUNC">=</span><span class="WHIT"> </span><span class="NAME">this.createPhyCircle</span><span class="PUNC">(</span><span class="NAME">staticOrDynamic</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">density</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">friction</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">restitution</span><span class="PUNC">,</span><span class="WHIT"> </span><span class="NAME">isSleeping</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>500</span> </span><span class="WHIT">        </span><span class="PUNC">}</span><span class="WHIT">
<span class='line'>501</span> </span><span class="WHIT">    </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>502</span> 
<span class='line'>503</span> </span><span class="PUNC">}</span><span class="PUNC">)</span><span class="PUNC">(</span><span class="PUNC">)</span><span class="PUNC">;</span><span class="WHIT">
<span class='line'>504</span> </span></pre></body></html>